This week I'm back with Josh Sawyer to continue our chat about his history and game design philosophy. Josh started off as a web master at Interplay, but made such a positive impression on the management that he was soon designing his own games. Josh and I (and I suspect YOU!) have a lot of the same games that inspired us, like Pool of Radiance. Josh also talks about some cancelled projects, such as Project Jefferson (BG III) and the Aliens RPG.
You can download the video here.
Wasteland! By now, everybody who has ever been a fan of this game knows about Brian Fargo's Kickstarter project to make the sequel. So, naturally, I decided this week to take a look at the hallowed original. While not everything has aged gracefully, I must say it still holds up rather well today, with a particularly gritty storyline and great writing (printed in the manual, of course). It's also a remarkably violent game, going so far as to have the player slaughtering "cute little animals" and even babies! This game would definitely get an M rating today and probably arouse the ire of our good friend Hillary Clinton. At any rate here's the video!
You can download the mp4 here.
Much like my Darklands slog, I have no idea if I'll keep up with this, but I've chosen Stonekeep (which Matt covered in detail here and here) as my "quicker gratification" computer RPG. I did a similar preliminary setup with Stonekep as I did with Darklands, in that I have an original boxed copy of the game, but also have the GoG DOSbox-enhanced version so I can play it directly on my main Windows 7 PC. As I related earlier, Stonekeep was one of the games I owned back in the day in some compilation or another that I was unable to get to run on my PC at the time. That was the way it was back then, where one little incompatibility or not freeing enough main memory for DOS or some such thing would put a serious crimp in your computer game playing plans.
Anyway, my particular boxed copy of Stonekeep came with all the usual stuff, including holographic box cover, CD jewel case with play instructions, nifty hard cover novella, and various warranty cards:
What you see under the stack of inserts are tear sheets from a magazine from the day that has both a review and hints, which the previous owner included. Nothing special, of course, but I always appreciate little touches like that.
This week, I'm back with part two of my interview with Interplay founder Brian Fargo. In this segment, we talk about Wasteland, Fallout, Stonekeep, and modern CRPGs vs. the great classics of the 80s and 90s. Download the audio here (also available on iTunes). Click here if you'd like to donate to the show. Enjoy!
Welcome back, Matt Chatters! This episode features the first part of my interview with Brian Fargo, founder of Interplay and CEO of inXile Entertainment. I was able to sit down with him for an hour and talk about everything from the original Demon's Forge (a 1981 adventure game for Apple II) to Hunted: The Demon's Forge (the upcoming action game). We also talk about the origins of Bard's Tale, the impact of Wizardry, the humor of Battlechess, and much more.
In the truly final segment of my interview with Becky "Burger" Heineman, we chat about Becky's fervent desire to create new Bard's Tale and Wasteland games. We also talk about the often troubled relationship between publishers and developers, and how that structure moves original ideas to the margins of indie gaming. Becky also reveals her favorite 8-bit and 16-bit platforms. Download the audio here (also available on iTunes).
It's Tass Times in Tonetown this week as Becky joins me for a third installment of our interview. Prepare to be amused as Becky recounts the story of one of the wackiest games ever to grace an Apple IIGS. We also get to hear (finally) how she came by her nickname --prepare to be grossed out! Download the audio here (also available on iTunes).
Hi, guys. Do you remember The Bard's Tale, the epic 1985 role-playing game by Michael Cranford? You should! In any case, perhaps this video will show you why you should care about this classic.
Here's part 2 of my interview with RPG maestro Tim Cain. This is a bittersweet episode in which Tim talks about how the unexpected (by Interplay, anyway) of Fallout led to his loss of creative control over the franchise--and the many concessions he had to make to Interplay's marketing team. Tim is clearly one of us, fully aware of the importance of good packaging, manuals, and the little touches that separate a great game from a good one.